/// <summary> /// Returns the current unnormalized value of the virtual joystick identified by joystickID in the layout identified by layoutID. /// </summary> /// <param name="joystickID">ID of the joystick (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID) { return r_Instance.GetJoystick(joystickID, layoutID, false); }
/// <summary> /// Changes the current animation preset an input device identified by inputID to a preset identified by presetID. /// </summary> /// <param name="presetID">ID of the preset (specified in the editor)</param> /// <param name="inputID">ID of the input device (specified in the editor)</param> /// <param name="layoutID">ID of the layout (specified in the editor)</param> static public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID) { r_Instance.ChangeAnimationPreset(presetID, inputID, layoutID); }
/// <summary> /// Returns the current animation preset ID of an input device identified by inputID in a layout identified by layoutID. /// </summary> /// <param name="inputID">ID of the input device (specified in the editor)</param> /// <param name="layoutID">ID of the layout (specified in the editor)</param> static public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID) { return r_Instance.GetCurrentAnimationPreset(inputID, layoutID); }
/// <summary> /// Sets whether or not layout identified by ID should be rendered. /// </summary> /// <param name="ID">ID of the layout (specified in the editor)</param> /// <param name="render">Render/Dont render</param> static public void RenderLayout(LayoutID ID, bool render) { r_Instance.RenderLayout(ID, render); }
/// <summary> /// Sets whether or not layout identified by ID should receive and react to touch input. /// </summary> /// <param name="ID">ID of the layout (specified in the editor)</param> /// <param name="passInput">Render/Dont render</param> static public void PassInputToLayout(LayoutID ID, bool passInput) { r_Instance.PassInputToLayout(ID, passInput); }
/// <summary> /// Returns the current value of the virtual joystick identified by joystickID in the layout identified by layoutID, normalizing the returned value if asked to. /// </summary> /// <param name="joystickID">ID of the joystick (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> /// <param name="normalized">Whether or not we should normalize the value</param> static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized) { return r_Instance.GetJoystick(joystickID, layoutID, normalized); }
/// <summary> /// Returns true during the frame the user releases the virtual button identified by buttonID in the layout identified by layoutID. /// </summary> /// <param name="buttonID">ID of the button (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> static public bool GetButtonUp(InputID buttonID, LayoutID layoutID) { return r_Instance.GetButtonUp(buttonID, layoutID); }
public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); til.ChangeAnimationPreset(presetID, inputID.ToString()); }
public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetCurrentAnimationPreset(inputID.ToString()); }
public void PassInputToLayout(LayoutID ID, bool passInput) { PassInputToLayout(passInput, FindLayoutByID(ID.ToString())); }
public void RenderLayout(LayoutID ID, bool render) { RenderLayout(render, FindLayoutByID(ID.ToString())); }
public bool GetButtonUp(InputID buttonID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetButtonUp(buttonID.ToString()); }
public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetJoystick(joystickID.ToString(), normalized); }
public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID) { return GetJoystick(joystickID, layoutID, false); }